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General thoughts

I like the presentation, overall concept, and direction of the game. The mobile-first approach is clear, the UI is clean, and the progression structure makes sense for this kind of experience.

The biggest issue I ran into was the movement controls. I am not sure if I was misunderstanding how they are supposed to work, but movement felt strange enough that I could not always tell whether I was moving in the direction I intended or somehow steering against it. That made the core gameplay harder to read than I expected.

What I liked

  • Clean, colorful presentation
  • Clear mobile-friendly identity
  • Simple progression concept
  • I like the overall idea of a lightweight survivor-style game without ads, gacha, or unnecessary friction

What I would change

  • I would prioritize making the movement feel immediately intuitive. If the current behavior is intentional, I would communicate it more clearly. If it is not, I would revisit the control feel.
  • Keep the progression and upgrade information as easy to understand as the rest of the presentation.
  • Continue leaning into the simplicity of the concept rather than adding complexity for its own sake.

Overall, I like the ideas and presentation quite a bit. The main thing holding the experience back for me was that I never fully felt comfortable with the movement, and since movement is such a central part of the game, I would probably focus there first.

Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl

Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8

Let me know if you’d like an invite to try the invite-only full alpha build :)

(+1)

Thanks for taking the time to play and write this up — controls feedback is exactly what I need at this stage. I dug into it: the movement is a virtual joystick — wherever you first press becomes the center, and dragging away from that point sets your direction (not "tap where you want to go"). I ran real touch-event tests in all four directions plus the edge case where the joystick's anchor re-centers after a long drag, and the direction mapping checks out correctly in every case, so there's no inversion bug on my end.

My best guess is the control model itself might not have been what you expected on first contact — if you were expecting point-and-move rather than press-and-drag-a-direction, that mismatch alone would feel exactly like "steering against" it, even though nothing is actually reversed. The onboarding text already tries to call this out ("Hold anywhere on the screen, then drag your finger to move"), but I'll keep an eye out for more reports like this — if a pattern shows up across more players I'll take a harder look at making the control model itself more forgiving, not just better explained.

Appreciate the offer to trade feedback — will take a look at Blade Baes Brawl.

Glad I could help at least point you in the right direction!

I appreciate you checking out my game too, please definitely submit feedback on the form I am looking forward to your input as well!

(1 edit)

Thank you for pointing this out—I took the matter seriously and spent considerable time testing the actual movement/joystick code using real touch and mouse events to rule out any directional errors. No issues were found; the drag direction, dead zones, and anchor point behavior all checked out correctly.

I believe the situation is this: another player pointed out that on desktop, mouse dragging and touch controls use the exact same joystick system—yet the beginner prompts in all languages only mentioned "screen" or "clicking." Consequently, if you are using a mouse, there is no indication that the drag function works; if you only try keyboard controls or clicking without dragging, it is easy to get the impression that the controls aren't behaving as intended.

Version v0.9.31 has been released to address this: the movement prompt text is now device-agnostic ("Click anywhere and drag") rather than touch-specific. If you have a chance to try it again, I would love to know if this changes your experience. If it still feels off, please provide more details (keyboard, mouse, or touch, along with the actions you were performing when it felt wrong) so I can investigate further.

(+1)

Translated:

Thank you for pointing this out—I took the matter seriously and spent considerable time testing the actual movement/joystick code using real touch and mouse events to rule out any directional errors. No issues were found; the drag direction, dead zones, and anchor point behavior all checked out correctly.

I believe the situation is this: another player pointed out that on desktop, mouse dragging and touch controls use the exact same joystick system—yet the beginner prompts in all languages only mentioned "screen" or "clicking." Consequently, if you are using a mouse, there is no indication that the drag function works; if you only try keyboard controls or clicking without dragging, it is easy to get the impression that the controls aren't behaving as intended.

Version v0.9.31 has been released to address this: the movement prompt text is now device-agnostic ("Click anywhere and drag") rather than touch-specific. If you have a chance to try it again, I would love to know if this changes your experience. If it still feels off, please provide more details (keyboard, mouse, or touch, along with the actions you were performing when it felt wrong) so I can investigate further.

Quick ask — I'm preparing GOO BLASTER for a Google Play release, and Google

requires 12 testers opted in for 14 straight days before a new developer can

publish. If you're on Android and willing to help, I just need the Google

account email you'd use on the Play Store, and I'll send you the opt-in link

once the test track is up.

No obligation to keep playing — you just need to stay opted in. Happy to give

you the full version free, obviously. Thanks either way for the feedback so far,

it's directly shaped the last three updates.